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wanqing
TruckJourney
Commits
441cfbf1
Commit
441cfbf1
authored
Feb 01, 2021
by
wanqing
Browse files
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货拉拉体验
parent
f5366a43
Changes
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25 changed files
with
2140 additions
and
40 deletions
+2140
-40
.suo
TruckJourney/.vs/TruckJourney/v16/.suo
+0
-0
Assembly-CSharp.csproj
TruckJourney/Assembly-CSharp.csproj
+2
-0
DemoScenes.unity
TruckJourney/Assets/#A1_Scenes/DemoScenes.unity
+1
-5
FirstLevelTrigger.cs
...ey/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
+46
-29
TargetTrigger.cs
...ourney/Assets/#A2_Scripts/Battle/Trigger/TargetTrigger.cs
+5
-3
BattleUI.cs
TruckJourney/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+10
-0
CarView.cs
TruckJourney/Assets/#A2_Scripts/Battle/View/CarView.cs
+247
-0
CarView.cs.meta
TruckJourney/Assets/#A2_Scripts/Battle/View/CarView.cs.meta
+11
-0
FollowTarget.cs
TruckJourney/Assets/#A2_Scripts/Camera/FollowTarget.cs
+45
-0
FollowTarget.cs.meta
TruckJourney/Assets/#A2_Scripts/Camera/FollowTarget.cs.meta
+11
-0
LevelCtrl.cs
TruckJourney/Assets/#A2_Scripts/Level/LevelCtrl.cs
+2
-0
BattleUI.prefab
TruckJourney/Assets/#A3_Prefabs/BattleUI.prefab
+78
-2
Symbol.png
TruckJourney/Assets/#B1_UIs/Symbol.png
+0
-0
Symbol.png.meta
TruckJourney/Assets/#B1_UIs/Symbol.png.meta
+128
-0
#B2_Graphics.meta
TruckJourney/Assets/#B2_Graphics.meta
+1
-1
New Physic Material.physicMaterial
...y/Assets/#C3_Materials/New Physic Material.physicMaterial
+14
-0
New Physic Material.physicMaterial.meta
...ets/#C3_Materials/New Physic Material.physicMaterial.meta
+8
-0
#Z1_Tabs.meta
TruckJourney/Assets/#Z1_Tabs.meta
+8
-0
#Z2_Documents.meta
TruckJourney/Assets/#Z2_Documents.meta
+8
-0
#Z3_WebAPI.meta
TruckJourney/Assets/#Z3_WebAPI.meta
+8
-0
#Z4_Icons.meta
TruckJourney/Assets/#Z4_Icons.meta
+8
-0
#Z4_Previews.meta
TruckJourney/Assets/#Z4_Previews.meta
+8
-0
Levels.meta
TruckJourney/Assets/Res/Levels.meta
+8
-0
Level1.prefab
TruckJourney/Assets/Res/Levels/Level1.prefab
+1476
-0
Level1.prefab.meta
TruckJourney/Assets/Res/Levels/Level1.prefab.meta
+7
-0
No files found.
TruckJourney/.vs/TruckJourney/v16/.suo
0 → 100644
View file @
441cfbf1
File added
TruckJourney/Assembly-CSharp.csproj
View file @
441cfbf1
...
...
@@ -88,11 +88,13 @@
<Compile
Include=
"Assets\#A2_Scripts\Battle\UI\SettingPanel.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\UI\TestGestureAround.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\BombView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\CarView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\ChainDragView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\ChainRopeView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\ChainView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Battle\View\TargetView.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Camera\CameraMove.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Camera\FollowTarget.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Delegate\DelegateEvent.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Enum\LevelEnum.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Input\BattleJoinPad.cs"
/>
...
...
TruckJourney/Assets/#A1_Scenes/DemoScenes.unity
View file @
441cfbf1
...
...
@@ -165,11 +165,7 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
levelPrefs
:
-
{
fileID
:
916316864684617039
,
guid
:
c94a0de6085d4e9499aee2b16e3087c8
,
type
:
3
}
-
{
fileID
:
7511686585617871288
,
guid
:
3446b365edf0d1a4f94b7e1a98204770
,
type
:
3
}
-
{
fileID
:
4014335436679012073
,
guid
:
729a927f24684394baf4587c777fda84
,
type
:
3
}
-
{
fileID
:
945570835972455969
,
guid
:
af2db092e9ac9a24b81ec302ad910588
,
type
:
3
}
-
{
fileID
:
4176077394338190956
,
guid
:
96ed4cec24368ce4bbc8b31c32895485
,
type
:
3
}
-
{
fileID
:
1411365057041450796
,
guid
:
4c183562b13ee4f419e4c58c74ca5ae7
,
type
:
3
}
---
!u!1
&543166196
GameObject
:
m_ObjectHideFlags
:
0
...
...
TruckJourney/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
View file @
441cfbf1
...
...
@@ -19,40 +19,57 @@ public class FirstLevelTrigger : MonoBehaviour
// m_targetTrans.localRotation = m_rotation;
// }
//}
public
Transform
m_carTrans
;
public
GameObject
m_yellowBodyObj
;
public
Transform
m_playerTrans
;
private
bool
m_bControl
=
true
;
private
bool
m_bControlPass
=
true
;
private
GameObject
m_cubeObj
;
private
void
Awake
()
{
m_cubeObj
=
m_playerTrans
.
Find
(
"Cube"
).
gameObject
;
}
//
public Transform m_carTrans;
//
public GameObject m_yellowBodyObj;
//
public Transform m_playerTrans;
//
private bool m_bControl = true;
//
private bool m_bControlPass = true;
//
private GameObject m_cubeObj;
//
private void Awake()
//
{
//
m_cubeObj = m_playerTrans.Find("Cube").gameObject;
//
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
tag
==
"Final"
&&
m_bControlPass
)
{
m_bControlPass
=
false
;
m_yellowBodyObj
.
gameObject
.
SetActive
(
false
);
Invoke
(
"PassLevelAnimation"
,
3
);
}
}
//
private void OnTriggerEnter(Collider other)
//
{
//
if (other.tag == "Final" && m_bControlPass)
//
{
//
m_bControlPass = false;
//
m_yellowBodyObj.gameObject.SetActive(false);
//
Invoke("PassLevelAnimation", 3);
//
}
//
}
void
PassLevelAnimation
()
{
m_carTrans
.
DOLocalMoveZ
(
9
,
2
).
SetEase
(
Ease
.
Linear
).
OnComplete
(()
=>
{
BattleCtrl
.
instance
.
OnBattleWin
();
});
}
// Update is called once per frame
void
Update
()
//void PassLevelAnimation()
//{
// m_carTrans.DOLocalMoveZ(9, 2).SetEase(Ease.Linear).OnComplete(() =>
// {
// BattleCtrl.instance.OnBattleWin();
// });
//}
//Update is called once per frame
//void Update()
//{
// if (m_bControl && m_playerTrans.position.y < 5.4f)
// {
// m_cubeObj.SetActive(false);
// m_bControl = false;
// }
//}
private
bool
m_bControl
=
true
;
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
m_bControl
&&
m_playerTrans
.
position
.
y
<
5.4f
)
if
(
other
.
tag
==
"Player"
&&
m_bControl
)
{
m_cubeObj
.
SetActive
(
false
);
m_bControl
=
false
;
if
(
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
carView
.
GetLeftBoxNum
()
>
0
)
{
BattleCtrl
.
instance
.
OnBattleWin
();
}
else
{
BattleCtrl
.
instance
.
OnBattleFail
();
}
}
}
}
TruckJourney/Assets/#A2_Scripts/Battle/Trigger/TargetTrigger.cs
View file @
441cfbf1
...
...
@@ -4,14 +4,16 @@ using UnityEngine;
public
class
TargetTrigger
:
MonoBehaviour
{
public
CarView
m_carView
;
public
FollowTarget
m_followTarget
;
private
bool
m_bControl
=
true
;
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
gameObject
.
CompareTag
(
"
Target
"
)
&&
m_bControl
)
if
(
other
.
gameObject
.
CompareTag
(
"
Player
"
)
&&
m_bControl
)
{
m_bControl
=
false
;
BattleCtrl
.
instance
.
OnBattleWi
n
();
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainRopeView
.
CatchObjEnterTarget
();
m_carView
.
SetTur
n
();
//m_followTarget.SetTurn
();
}
}
}
TruckJourney/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
441cfbf1
...
...
@@ -37,6 +37,7 @@ public class BattleUI : MonoBehaviour
public
GameObject
m_HideMouseObj
;
//隐藏手指图标obj
public
GameObject
[]
m_boomUIS
;
//爆炸Ui
public
Button
m_boomBtn
;
//炸弹按钮
public
GameObject
m_symbolObj
;
//十字架图标
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
...
...
@@ -307,4 +308,13 @@ public class BattleUI : MonoBehaviour
m_boomBtn
.
interactable
=
false
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
SetPlaceState
(
m_bombIndex
<
3
);
}
//设置十字架图标位置
public
void
SetSymbolPos
(
float
x
,
float
y
)
{
m_symbolObj
.
SetActive
((
x
!=
0
||
y
!=
0
));
Vector2
varVec2
=
m_symbolObj
.
transform
.
localPosition
;
varVec2
.
x
=
x
;
varVec2
.
y
=
y
;
m_symbolObj
.
transform
.
localPosition
=
varVec2
;
}
}
TruckJourney/Assets/#A2_Scripts/Battle/View/CarView.cs
0 → 100644
View file @
441cfbf1
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
CarView
:
MonoBehaviour
{
public
Transform
m_targetParentTrans
;
//障碍物父节点
private
float
m_maxSpeed
=
100.0f
;
//最大速度
private
float
m_addSpeed
=
9.5f
;
//加速度
private
float
m_curSpeed
=
0.0f
;
//当前速度
private
bool
m_bControlMouseUp
=
false
;
//松手减速
private
bool
m_bIsCanMove
=
false
;
//是否能开车
private
BoxCollider
[]
m_targetTrans
;
//所有目标
private
BoxCollider
m_curTargetTrans
;
//当前抓的目标
private
Vector3
m_offset
;
//偏移值
private
int
m_totalNum
=
0
;
//货物总数量
private
Vector3
m_targetScreenVec
;
//当前物体对应的屏幕坐标
private
bool
m_bTrunX
=
false
;
//是否转弯
private
bool
m_bTrunXOver
=
false
;
//是否转弯结束
private
Rigidbody
m_rigidBody
;
//自身刚体
private
Dictionary
<
BoxCollider
,
bool
>
m_dicBox
=
new
Dictionary
<
BoxCollider
,
bool
>();
// Start is called before the first frame update
void
Start
()
{
m_targetTrans
=
m_targetParentTrans
.
GetComponentsInChildren
<
BoxCollider
>();
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
m_dicBox
.
Add
(
m_targetTrans
[
i
],
false
);
}
m_rigidBody
=
GetComponent
<
Rigidbody
>();
}
private
void
OnCollisionEnter
(
Collision
other
)
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
BoxCollider
varBox
=
other
.
collider
.
gameObject
.
GetComponent
<
BoxCollider
>();
if
(
m_dicBox
.
ContainsKey
(
varBox
))
{
m_dicBox
[
varBox
]
=
true
;
}
}
}
private
void
OnCollisionExit
(
Collision
other
)
{
if
(
other
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
BoxCollider
varBox
=
other
.
collider
.
gameObject
.
GetComponent
<
BoxCollider
>();
if
(
m_dicBox
.
ContainsKey
(
varBox
))
{
m_dicBox
[
varBox
]
=
false
;
}
}
}
// Update is called once per frame
void
Update
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
||
BattleCtrl
.
instance
.
isEndBattle
)
{
return
;
}
if
(
Input
.
GetMouseButtonDown
(
0
))
{
Clicked
();
}
if
(
Input
.
GetMouseButton
(
0
))
{
m_bControlMouseUp
=
false
;
if
(
m_bIsCanMove
)
{
if
(
m_curSpeed
<
m_maxSpeed
)
{
m_curSpeed
+=
Time
.
deltaTime
*
m_addSpeed
;
}
if
(
m_bTrunXOver
)
{
m_rigidBody
.
velocity
=
-
Vector3
.
right
*
m_curSpeed
;
}
else
{
m_rigidBody
.
velocity
=
-
Vector3
.
forward
*
m_curSpeed
;
}
//transform.Translate(-Vector3.forward * m_curSpeed, Space.Self);
}
if
(
m_curTargetTrans
&&
!
m_bIsCanMove
)
{
m_curTargetTrans
.
transform
.
position
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Input
.
mousePosition
.
x
,
Input
.
mousePosition
.
y
,
m_targetScreenVec
.
z
))
+
m_offset
;
}
if
(!
m_bIsCanMove
&&
m_curTargetTrans
)
{
//十字架位置
float
varX
=
(
Input
.
mousePosition
.
x
-
Screen
.
width
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
float
varY
=
(
Input
.
mousePosition
.
y
-
Screen
.
height
/
2f
)
/
(
Screen
.
width
/
GlobalConfig
.
NormalWidth
);
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
varX
,
varY
);
}
}
else
if
(
Input
.
GetMouseButtonUp
(
0
))
{
m_bControlMouseUp
=
true
;
m_curTargetTrans
=
null
;
BattleCtrl
.
instance
.
battleUI
.
SetSymbolPos
(
0
,
0
);
int
varIndex
=
0
;
GameServices
.
timerServices
.
Push
(
this
,
1.5f
,
delegate
{
if
(!
m_bIsCanMove
)
{
if
(
m_targetTrans
!=
null
)
{
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
if
(
m_targetTrans
[
i
].
transform
.
position
.
y
>=
2.5f
)
{
varIndex
++;
}
}
}
if
(
varIndex
>=
3
)
{
m_bIsCanMove
=
true
;
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
Rigidbody
varBody
=
m_targetTrans
[
i
].
GetComponent
<
Rigidbody
>();
if
(
varBody
)
{
varBody
.
constraints
=
RigidbodyConstraints
.
FreezeRotationY
;
}
}
}
}
});
}
if
(
m_bControlMouseUp
)
{
if
(
m_bIsCanMove
)
{
if
(
m_curSpeed
>
0
)
{
m_curSpeed
-=
Time
.
deltaTime
*
m_addSpeed
;
}
else
{
m_bControlMouseUp
=
false
;
}
if
(
m_bTrunXOver
)
{
m_rigidBody
.
velocity
=
-
Vector3
.
right
*
m_curSpeed
;
}
else
{
m_rigidBody
.
velocity
=
-
Vector3
.
forward
*
m_curSpeed
;
}
//transform.Translate(-Vector3.forward * m_curSpeed, Space.Self);
}
}
//确保最低位置
if
(
m_curTargetTrans
)
{
Vector3
varPos
=
m_curTargetTrans
.
transform
.
position
;
if
(
varPos
.
y
<
0.5f
)
{
varPos
.
y
=
0.5f
;
}
if
(
m_dicBox
.
ContainsKey
(
m_curTargetTrans
)
&&
m_dicBox
[
m_curTargetTrans
])
{
varPos
.
y
=
3.0f
;
}
m_curTargetTrans
.
transform
.
position
=
varPos
;
}
transform
.
localRotation
=
Quaternion
.
Euler
(
0
,
transform
.
localEulerAngles
.
y
,
0
);
UpdateTurn
();
}
//返回剩余物体个数
public
int
GetLeftBoxNum
()
{
int
varIndex
=
0
;
if
(
m_targetTrans
!=
null
)
{
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
if
(
m_targetTrans
[
i
].
transform
.
position
.
y
>=
2.5f
)
{
varIndex
++;
}
}
}
return
varIndex
;
}
void
Clicked
()
{
if
(
m_bIsCanMove
)
{
return
;
}
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
RaycastHit
hit
=
new
RaycastHit
();
if
(
Physics
.
Raycast
(
ray
,
out
hit
))
{
if
(
hit
.
collider
&&
hit
.
collider
.
gameObject
.
CompareTag
(
"Target"
))
{
for
(
int
i
=
0
;
i
<
m_targetTrans
.
Length
;
i
++)
{
if
(
string
.
Equals
(
hit
.
collider
.
name
,
m_targetTrans
[
i
].
name
))
{
m_curTargetTrans
=
m_targetTrans
[
i
];
break
;
}
}
m_targetScreenVec
=
Camera
.
main
.
WorldToScreenPoint
(
m_curTargetTrans
.
transform
.
position
);
//偏移值=物体的世界坐标,减去转化之后的鼠标世界坐标(z轴的值为物体屏幕坐标的z值)
m_offset
=
m_curTargetTrans
.
transform
.
position
-
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Input
.
mousePosition
.
x
,
Input
.
mousePosition
.
y
,
m_targetScreenVec
.
z
));
}
}
}
//开始拐弯
public
void
SetTurn
()
{
m_bTrunX
=
true
;
}
void
UpdateTurn
()
{
if
(
m_bTrunX
)
{
m_rigidBody
.
angularVelocity
=
Vector3
.
up
*
m_curSpeed
/
2
;
Vector3
varVec3
=
m_rigidBody
.
velocity
;
varVec3
.
x
=
-
Vector3
.
right
.
x
*
m_curSpeed
/
2
;
varVec3
.
z
=
-
Vector3
.
forward
.
z
*
m_curSpeed
;
m_rigidBody
.
velocity
=
varVec3
;
if
(
transform
.
localEulerAngles
.
y
>=
90.0f
&&
transform
.
localEulerAngles
.
y
<=
180.0f
)
{
m_bTrunX
=
false
;
m_bTrunXOver
=
true
;
m_rigidBody
.
angularVelocity
=
Vector3
.
zero
;
transform
.
localEulerAngles
=
Vector3
.
up
*
90.0f
;
m_rigidBody
.
velocity
=
Vector3
.
zero
;
}
}
}
private
void
OnDestroy
()
{
m_targetTrans
=
null
;
m_curTargetTrans
=
null
;
}
}
TruckJourney/Assets/#A2_Scripts/Battle/View/CarView.cs.meta
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441cfbf1
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TruckJourney/Assets/#A2_Scripts/Camera/FollowTarget.cs
0 → 100644
View file @
441cfbf1
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
FollowTarget
:
MonoBehaviour
{
//游戏人物 的位置
public
Transform
player
;
//游戏人物与 相机的差
private
Vector3
offset
;
private
bool
m_bTrun
=
false
;
//是否转弯
// Use this for initialization
void
Start
()
{
offset
=
transform
.
position
-
player
.
position
;
}
// Update is called once per frame
void
LateUpdate
()
{
//player.TransformDirection(offset)
//世界坐标转换为局部坐标
Vector3
targetPosition
=
player
.
position
+
player
.
TransformDirection
(
offset
);
//Vector3.Lerp 计算相机位置 和 目标位置的插值
transform
.
position
=
Vector3
.
Lerp
(
transform
.
position
,
targetPosition
,
1
);
//相机的目标看向 游戏人物
transform
.
LookAt
(
player
.
position
);
UpdateTurn
();
}
//开始拐弯
public
void
SetTurn
()
{
m_bTrun
=
true
;
}
void
UpdateTurn
()
{
if
(
m_bTrun
)
{
transform
.
localRotation
=
Quaternion
.
Lerp
(
transform
.
localRotation
,
Quaternion
.
Euler
(
transform
.
localEulerAngles
.
x
,
-
90
,
transform
.
localEulerAngles
.
z
),
0.2f
);
}
}
}
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TruckJourney/Assets/#A2_Scripts/Level/LevelCtrl.cs
View file @
441cfbf1
...
...
@@ -14,11 +14,13 @@ public class LevelCtrl : MonoBehaviour
public
ChainRopeView
m_chainRopeView
;
//娃娃机爪钩
public
Camera
m_camera
;
public
BombView
m_bombView
;
//炸弹view
public
CarView
m_carView
;
//车
//public TargetView m_targetView;//触发器
public
ChainView
chainView
=>
m_chainView
;
public
ChainRopeView
chainRopeView
=>
m_chainRopeView
;
public
Camera
cam
=>
m_camera
;
public
BombView
bombView
=>
m_bombView
;
public
CarView
carView
=>
m_carView
;
//public TargetView targetView => m_targetView;
BattleCtrl
_BattleCtrl
;
...
...
TruckJourney/Assets/#A3_Prefabs/BattleUI.prefab
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TruckJourney/Assets/#B1_UIs/Symbol.png
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View file @
441cfbf1
9.53 KB
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TruckJourney/Assets/#C3_Materials/New Physic Material.physicMaterial
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TruckJourney/Assets/Res/Levels/Level1.prefab.meta
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